Map Showcase

Re: Map Showcase

Postby 4rson » 18 Sep 2011, 19:46

Thanks for the comments. With regards to the lighting, one possibility would be to increase the brightness of the main sunlight, which would allow the darker areas to be brightened without losing the contrast. However, on my monitor that makes the lighter side of the map uncomfortably bright. Since there is a mix of views on this I will experiment a bit and try to find a balance that works ok for most people,


Edit: I have updated the original link, and again here: http://www.mediafire.com/?gsgn38hbrhc2nzx

I have added a few more lights and brightened some of the existing ones. For me, the map now looks good at about 80% gamma, but rather washed out at 100%. However, I hope this is a good compromise for most people. Please give it a try and let me know what you think.

Considering that on my default gamma settings, areas without any lighting are still acceptably bright, tuning the map to allow for a near darkness up to full brightness contrast range does make sense.
Last edited by 4rson on 21 Sep 2011, 23:19, edited 2 times in total.
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Re: Map Showcase

Postby kr1egsgott » 19 Sep 2011, 15:01

With regards to the lighting, one possibility would be to increase the brightness of the main sunlight, which would allow the darker areas to be brightened without losing the contrast. However, on my monitor that makes the lighter side of the map uncomfortably bright.

-> Dumb submission:
/ambient R G B (http://sourceforge.net/apps/mediawiki/r ... ::lighting)
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Re: Map Showcase

Postby 4rson » 19 Sep 2011, 17:11

kr1egsgott, it's more a problem of making sure the map is bright enough for all players, but without losing the contrast between light areas and shadows. Raising the ambient brightness helps solve the former, but at the expense of the latter.

Anyway, I settled on boosting the brightness of the main (sun) light and reducing my gamma settings to be more in line with what other players seem to be experiencing.
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Re: Map Showcase

Postby inpersona64 » 20 Sep 2011, 16:53

4rson {l Wrote}:kr1egsgott, it's more a problem of making sure the map is bright enough for all players, but without losing the contrast between light areas and shadows. Raising the ambient brightness helps solve the former, but at the expense of the latter.

Anyway, I settled on boosting the brightness of the main (sun) light and reducing my gamma settings to be more in line with what other players seem to be experiencing.

For some reason, it must have skipped my mind but I forgot to do Pumpstation. Sorry about being late: http://www.youtube.com/watch?v=lEJcu_OorQQ

I do like the map. Played with you guys in CTF on it and it works for DM as well. I can see DTF being played on it definitely. Great map 4rson :)
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Re: Map Showcase

Postby 4rson » 20 Sep 2011, 18:07

Great video. You have covered the parkour aspects of the map really well.
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Re: Map Showcase

Postby fawstoar » 20 Sep 2011, 21:44

And here's my 1080p flythrough: http://www.youtube.com/watch?v=QKVUBvNyMZg Enjoy!
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Map Showcase

Postby qreeves » 21 Sep 2011, 04:48

[b]Pumpstation[b] - Texturing could be a little more imaginative, you will find a lot of non-core players will complain about greys and browns, it reminds them of the 90's FPS games. I realise though it is quite an ambitious map. Waypoints probably need to be better, watching inpersona64's video reminded me: "The game will create waypoints for you on the fly, but it is up to you to make sure they are any good". Bots suck at ledges and parkour because they are effectively blind, following a breadcrumb trail and guessing how to approach it along the way.

Some map variables of interest here too, you can change the obituary messages:
obitwater - Mix death and water together, dying in it will print this message. (Unset it says "player died").
obitlava - Lava will print this message. (Unset it says "player melted in a ball of flames")
obitdeath - Death material by itself will print this message (Unset it says "player died").
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Re: Map Showcase

Postby inpersona64 » 21 Sep 2011, 17:18

Hey guys I have another idea for a map for any aspiring map makers (although someone has probably already thought this one up before). I call it "Fishtank". It's a glass cube (or rectangular prism to be grammatically correct) filled with water, or perhaps just to the top. So it's a completely underwater map basically, but the walls are glass. Inside the tank are floating fish (they don't move obviously because of the engine's limitations) which are obstacles. Doesn't have to be fish tho. Can be any kind of object that fits with Red Eclipse.

The one thing about this map I've noticed is that it completely renders the flamer obsolete (which should sound terrible, but I guess i'm not a big fan of that weapon). I think there's a way to make this map work for most gametypes (DM, CTF, and Bomberball) but DTF i'm not so sure.

Anyway, this is just a thought. And if anyone knows why this map wouldn't work I'd like to hear. I'm not completely sure if a map full of water will slow down FPS or not. I know it's something completely different. Now the challenge is making the map to fit in with the overall theme of Red Eclipse. Because anyone can fill a glass box with water. :D
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Re: Map Showcase

Postby 4rson » 21 Sep 2011, 23:09

Pumpstation version 1.1:

http://www.mediafire.com/?gsgn38hbrhc2nzx

The changes are fairly minor in this case. I have increased the colour saturation on some of the texturing, and added in a few more details.
The bot way points should be improved now, although the reliance on parkour to get around the map makes it a bit limited.
The water death message is now a bit more interesting ;)

I tried changing the colouring around to make it look less brown and grey, but I just can't find a way of doing it without spoiling the theme of the map. I will just have to use a different theme for the next map.
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Re: Map Showcase

Postby kr1egsgott » 22 Sep 2011, 10:03

inpersona64 {l Wrote}:Hey guys I have another idea for a map for any aspiring map makers (although someone has probably already thought this one up before). I call it "Fishtank". It's a glass cube (or rectangular prism to be grammatically correct) filled with water, or perhaps just to the top. So it's a completely underwater map basically, but the walls are glass. Inside the tank are floating fish (they don't move obviously because of the engine's limitations) which are obstacles. Doesn't have to be fish tho. Can be any kind of object that fits with Red Eclipse.

The one thing about this map I've noticed is that it completely renders the flamer obsolete (which should sound terrible, but I guess i'm not a big fan of that weapon). I think there's a way to make this map work for most gametypes (DM, CTF, and Bomberball) but DTF i'm not so sure.

Anyway, this is just a thought. And if anyone knows why this map wouldn't work I'd like to hear. I'm not completely sure if a map full of water will slow down FPS or not. I know it's something completely different. Now the challenge is making the map to fit in with the overall theme of Red Eclipse. Because anyone can fill a glass box with water. :D


You'll laugh but I already created such a map, but I wont go to publish it cus I dont want to blame myself ;)
The Plasma Primary renders uncool under water, too. You have to change the variable called "extinguish" to zero to fix it.
Because of that the server has to be modified. I really dont know if it's good if flamer burns under water just for a single map...
In addition the underwater-movement is sometime too slow and wallrunning doesn't work...

However, maybee I'll have a second attemp with it. But other people should experiment with it too - because it is just a nice idea.

4rson {l Wrote}:Pumpstation version 1.1:

http://www.mediafire.com/?gsgn38hbrhc2nzx

The changes are fairly minor in this case. I have increased the colour saturation on some of the texturing, and added in a few more details.
The bot way points should be improved now, although the reliance on parkour to get around the map makes it a bit limited.
The water death message is now a bit more interesting ;)

I tried changing the colouring around to make it look less brown and grey, but I just can't find a way of doing it without spoiling the theme of the map. I will just have to use a different theme for the next map.


Nevermind, I still didn't say that I love your map and I consider you a pro ;)
But some little critics are still left: the stairs are sometimes hard to see, maybee add a different texture for the 90° surfaces?
Last thing I saw is that the AI is still a little bit *dumb* on your map.

But now go and make more such maps!

Ulukai and Wazubaba your maps rock, too!
I'll go add all this nice maps into rotation atleast for apocalyptic ;)
Last edited by kr1egsgott on 22 Sep 2011, 11:12, edited 2 times in total.
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Re: Map Showcase

Postby qreeves » 22 Sep 2011, 10:16

kr1egsgott {l Wrote}:The Plasma Primary renders uncool under water, too. You have to change the variable called "extinguish" to zero to fix it.

If absolutely necessary, I can add a map specific variable to modify this behaviour.

kr1egsgott {l Wrote}:In addition the underwater-movement is sometime too slow and wallrunning doesn't work...)

Variables you can set in your map:
liquidspeed (default: 0.85 float); modifies the speed of the player while fully submersed in water (partial submersion results in partial modification) [make this '1.0' to have no slowdown]
liquidcurb (default: 10.0 float); modifies the amount of intertial curbing done (higher numbers result in less friction) [floorcurb is '5.0', aircurb is '25.0']

Can't really do much about wall running, being in water has floaty physics that really aren't compatible.
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Re: Map Showcase

Postby kr1egsgott » 22 Sep 2011, 11:14

Imho underwater as a gamemode would be the rigth way.
It is possible to create own gamemodes, isn't it (without modifying source)?
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Re: Map Showcase

Postby qreeves » 22 Sep 2011, 11:50

kr1egsgott {l Wrote}:Imho underwater as a gamemode would be the rigth way.
It is possible to create own gamemodes, isn't it (without modifying source)?

No, modes and mutators are builtin to the code. As a mutator is an interesting idea though.. could just apply to all maps then (fill the level with water at load-time or something)?
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Re: Map Showcase

Postby inpersona64 » 22 Sep 2011, 11:54

qreeves {l Wrote}:
kr1egsgott {l Wrote}:The Plasma Primary renders uncool under water, too. You have to change the variable called "extinguish" to zero to fix it.

If absolutely necessary, I can add a map specific variable to modify this behaviour.

kr1egsgott {l Wrote}:In addition the underwater-movement is sometime too slow and wallrunning doesn't work...)

Variables you can set in your map:
liquidspeed (default: 0.85 float); modifies the speed of the player while fully submersed in water (partial submersion results in partial modification) [make this '1.0' to have no slowdown]
liquidcurb (default: 10.0 float); modifies the amount of intertial curbing done (higher numbers result in less friction) [floorcurb is '5.0', aircurb is '25.0']

Can't really do much about wall running, being in water has floaty physics that really aren't compatible.

I"m glad everyone's giving this map some thought. Hey Kr1eg, i'd love to try out this map of yours. Just to see what it's like. Also, I had a feeling that physics wouldn't be the same because I know that energy really never drops to zero because water is like a medium, like you are on ground the whole time so infinite energy (if you use it right).

There are alot of specifics when it comes ta a map like this. If it's too much work, don't worry about it. I can say for the most part it is a one-of-a-kind map but there is a reason it would be. Because 1-the map fails or 2-the map isn't enjoyable enough. But lets tinker with it a bit more before I make any assumptions. :D
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Re: Map Showcase

Postby kr1egsgott » 22 Sep 2011, 12:25

qreeves {l Wrote}:
kr1egsgott {l Wrote}:Imho underwater as a gamemode would be the rigth way.
It is possible to create own gamemodes, isn't it (without modifying source)?

No, modes and mutators are builtin to the code. As a mutator is an interesting idea though.. could just apply to all maps then (fill the level with water at load-time or something)?


This definitely would be cool!

@inpersona64: no, i promise you wont like it xP
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Re: Map Showcase

Postby Ulukai » 22 Sep 2011, 14:42

An underwater mutator would definitely be unique, I have never seen such a thing :) Reminds me of Atlantis, which could make a wonderful map on its own...

Thank you for the support Kr1egsgott, I hope you have fun with our custom maps in the rotation! It's a good way to let other people playtest them as well.

@ 4rson, you're map is getting better and better, I really like it! The skybox nicely fits the setting, but adding a moving cloud layer might spice it up even more. Another suggestion I would like to make is that the waterfalls are really square, what about rounding them a little? You can take a look at the waterfalls in Venus to get an idea what I mean. Also, water falling down could use some sound :)
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Re: Map Showcase

Postby Goku » 04 Oct 2011, 10:55

This is the first in a series of time trial maps I have been working on. This is just a testing version and lots will be tweaked in future releases. Please leave me feed back and let me know about your experience with the map.

The map is divided into 3 increasingly harder sections. I assume many people wont be able to beat the last section unless they fully understand all jump mechanics.

Let me know what you think.

Download: http://www.mediafire.com/?852chfa3jnt4rnq

Images: http://CodyMunholland.imgur.com/theescapev1#otn8E

**This is an advanced jumping map, so if you don't understand the parkour in this game you may never get past the first obstacle. Some of the jumps must be treated like a puzzle. Figure out how to get the farthest with the fewest jumps.**
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Re: Map Showcase

Postby Ulukai » 04 Oct 2011, 15:44

WOW! I didn't know the Cube 2 engine could look like that! :D Very cool and although I'm not a big fan of time trial, I must try this one out :)
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Re: Map Showcase

Postby Goku » 04 Oct 2011, 15:51

this is more like a portal style puzzle map than a time trial. You have to figure out a path that works and conserve your jumps perfectly. Having the timer counting you off adds some excitement to it but it would work fine without it. I can only beat it half the time within the allotted 10 minutes and i built the puzzles. I imagine someones first time might take a very long time. The solutions aren't always obvious. You will die alot. I die at least 50 times in the blue puzzles.

If u like the way it looks, u can look forward to at least 2 more along the same style. Im making a 3 part timetrial map pack. Hopefully this map will have some of my custom audio files when i figure out a good way to implement that.

this is a very early version of the map. Ill be changing it up a bit soon.
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Re: Map Showcase

Postby qreeves » 04 Oct 2011, 17:01

Goku {l Wrote}:this is more like a portal style puzzle map than a time trial. You have to figure out a path that works and conserve your jumps perfectly. Having the timer counting you off adds some excitement to it but it would work fine without it. I can only beat it half the time within the allotted 10 minutes and i built the puzzles. I imagine someones first time might take a very long time. The solutions aren't always obvious. You will die alot. I die at least 50 times in the blue puzzles.

Sounds like the mechanics need tweaking for a map like that. Over ten minutes to complete though, might be a bit long for most people to put up with. Might be better splitting up into different maps? I would have to take a look myself when I get some time.
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Re: Map Showcase

Postby Goku » 04 Oct 2011, 17:20

i can get through till the very last jump in 3 minutes. The end is just way too hard. Im fixing that today. I think im going to redo the green room and make it simpler. I should be able to release a easy version soon that doesn't require such precise jumping as well. This version is intended to be a very difficult challenge for expert jumpers. I dont expect many people to be able to finish it as it is now. But it is new and i plan on making it enjoyable for all.
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Re: Map Showcase

Postby Goku » 04 Oct 2011, 20:13

There are now two versions of the map. The Escape Casual is easy enough for most red eclipse players to finish. I suggest starting on this version and if you like the challenge, try the advanced version. Doing these runs will greatly increase your parkour skills which transfers to multiplayer well.

" The Escape - Time Trial*

The Escape Casual v1.1l: http://www.mediafire.com/?8jj7ao8t0f6b9v9

-for the general red eclipse player

The Escape Advanced v1.0: http://www.mediafire.com/?852chfa3jnt4rnq

-for the parkour expert


Images: http://CodyMunholland.imgur.com/theescapev1#otn8E

**I dont recommend watching this if you plan on completing the advanced version. It will ruin the satisfaction of solving the puzzles**

Video- http://www.youtube.com/watch?v=-4B6fyIQdwk

Heres a movement guide if you just cant figure it out. The video is missing a few techniques needed to finish the advanced version.

http://www.youtube.com/watch?v=KCM3yfUfQ5s
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Re: Map Showcase

Postby Ulukai » 04 Oct 2011, 21:19

That's one good looking map, I like it. Not very straightforward however, but the Youtube video is a good help when you're stuck :)
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Re: Map Showcase

Postby inpersona64 » 04 Oct 2011, 22:17

I just watched the video. Looks awesome :) and no custom textures. Great use of what the game already gives you. I have been busy mostly with school and buying new stuff so I might not get around to doing most of you guys's maps for playthrough but I think your video just about covered it. When I get home, definitely gonna try it because I love parkour and this is something that I figured people would venture into sooner or later. Now if someone would work on a good campaign map, or idea for it...

BTW, it'd be nice if checkpoints were offered in Time Trial maps so that you don't have to go through the whole thing again when you die. If at all possible. Just worth thinking about.
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Re: Map Showcase

Postby Goku » 04 Oct 2011, 22:48

mine has checkpoints after every jump. Try the casual version if ur short on time and just want to see the map. it will be challenging but no where near the beast that the advanced version is (the video). Right now on my version i have a voice that communicates with you at certain waypoints. I hope to make the 3 part series a singleplayer like parkour challenge called the escape. In bloodfrontier, there was a way to link portals to servers. Im going to try to link portals to a next map if thats possible. Also look out for my sound pack thats going out with these maps. It will have voices, ambiences, and light synth arpegiators to add to the futuristic feel of The Escape.
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